Marvel vs. Capcom: Infinite has abrupt combo-limiting mechanics

By on September 20, 2017 at 8:00 pm
mvcicombostopper

No more infinites in Marvel vs. Capcom: Infinite, eh?

Players are busy figuring out the limitations of the newly released Marvel vs. CapcomInfinite. In desk’s latest videos, he finds something interesting. By testing out combos made entirely out of normal attacks, it seems like Capcom put in an awkward-looking stopper to infinites.

In the video below, you can see combos from Captain Marvel and Chun-Li made out of normal attacks only. It appears that the combo automatically drops after the 38th hit lands. The opponent simply flips out in the air. desk calls this a “true end” to the combo, meaning it’s not possible to continue it further, regardless of hitstun decay. He speculates this could be linked to using light attacks, or that there’s an actual hard limit on combo hits.

Conversely, rooflemonger, in the video below, explores a different aspect. According to his testing, the combos seem to end based more on damage, than hitstun. He goes about discovering this in a different method, though: by doing highly damaging combos nearing 4.8K. Maybe there are two different ways a combo can be forced to drop?

Let us know in the comments below what you’ve dug up so far about MvC:I and how these combo stoppers actually work. Check out our MvC:I tutorial round-ups for more coverage on the game.

Sources: desk; rooflemonger

Luke "Woocash" Siuty is a Chicago-based writer who specializes in ArcSys titles. A Guilty Gear veteran, he plays Baiken and commits atrocities by playing Sin when he's not busy pondering the ArcSys Cycle. He's always down to talk on Twitter, so send him tips. He's good at OS-ing in real life, not so much in video games, though.